You know, I just realized this game would be absolutely perfect for mobile devices. I can definitely see myself spending a few breaks during work tinkering with the different levels and trying to get an optimal lay-out going.
this really looks amazing! btw small suggestion: if you don't have that already, maybe instead of having a new object to place, you could have a small chance to have a "delet" item, im pretty sure people would misslick and place objects unintantionally ^^'
@@kaingagame4351well im pretty sure u know that but if you want the player to have more freedom and less challenge, do an undo and redo button, else the delet thing seems nice (or maybe keep the undo and redo for a sandbox mode)
This looks awesome. I'm really excited to play the game and happy to see that Cloud Gardens gave you some inspiration. Have you decided yet, if you want to stick with Shanty Town or rename it? PS: just spotted the Kainga graffiti. Love it
Im surprised you didn't expand the farmplot mechaics. You could allow players to place water pipes leading to the farm plots for irrigation. You could also make crops for players to put in the plots. There could be a point multiplier for plots that have both water and crops. You could even have the crops grow in size when connected.
Maybe, you can create plugin for wallpaper engine, that can display player creations as a wallpaper on a screen of computer, when they don't play your game?
Hey! Looks great as usual! Sorry for a pure technical question, but how you draw generated farm polygons to RVT? I haven't had luck with my ProceduralMeshComponents writing to RVT via material and it seems to be not supported... Do you use dynamic mesh or just programmatically draw to the render target?
No problem! So the farm surface material has to have a texture 2D parameter for the mask. The farm creates the Render Target and sets it to the material. Then I use a node called "Begin Draw Canvas to Render Target" then from that grab "Draw Triangles". You'll have to find your triangles first, but you can use that node to find the right format. If you need more clarification, reach out on Discord, I'm happy to share my setup.
@@kaingagame4351Ah, cool. I was trying to write to one shared RVT via materials on procedural meshes and it doesn't work. Having one render target per instance and draw to it manually is a good idea! Thanks!
Hey, cool project. I think you should take a look at ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lBLRkRn70NQ.html. It's similar in terms of vibe. I think your game could benefit from changing to a more stylized shader like in Tiny Glade. I also have a suggestion for your game mechanic. Maybe you could make it so that all objects come with a timer that counts down every time you place an object. If the timer reaches 0 before you could place the object, it vanishes. That could add some conflict into the gameplay.